$5mil from fans, without Kickstarter

29Oct12

After reading chapters of info about film, tv, and print media industries failing, outsourcing, ‘glocalizing’, downsizing, and all out disappearing, and then reading a chapter that exemplifies the cash cow of the video game industry, I am tempted to take up game publishing and development!!! Rightly so, and with this comes news of game Franchise for Mechwarrior successful crowd sourcing a few cold million bucks ($5 mil to be approximately exact) to launch their online beta. Citing campaigns targeting forums of the franchise and offering tier incentive packages to fances, MechWarrior admittingly wants to develop the best product with the help of their strong fan-base:

“Foster says, ‘For me, the key to crowdfunding is that there are gamers out there who want to engage with content creators. They want to engage with developers. They have good ideas themselves. They want to be a part of this process. … The closer you can get to your customers, the more they’re willing to embrace your products and invest in them.'”

According the Media Logic, the company is doing everything right by embracing investment, technology, and their audience. Furthermore by including users, they can anticipated further word of mouth promotion and community engagement.

“The core appeal of Counter-Stike has been attributed to many factors, of which two are key to the work  and professional identity of game developers: the emphasis on collaborative authorship over the game- involving fans, software developers, producers, and consumers in constantly evolving and shifting roles – and the element of (online) team play, influencing game developers and “modders” worldwide to focus increasingly on the participatory aspect of (online) gaming. Recognition of this culture of participatory authorship has become a crucial element of the production process in the game industry, as it has since the early 1990s acknowledged the necessity of viral marketing and user control in the produce development by pre-releasing game source code, offering product versions as shareware, including level builders and editors with games and tapping customer communities for input (Jeppesen and Molin 2003)” (Deuze  p 219)

– Garrett

Article: http://gamasutra.com/view/news/180401/How_MechWarrior_Online_got_funded_without_Kickstarter.php#.UI8pLoX62OU

 

“Foster says, ‘For me, the key to crowdfunding is that there are gamers out there who want to engage with content creators. They want to engage with developers. They have good ideas themselves. They want to be a part of this process. … The closer you can get to your customers, the more they’re willing to embrace your products and invest in them.'”

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